The more I play Starcraft, the more I become convinced that the Zerg have a variety of advantages that simply outweigh the abilities of the other two races. I came to this conclusion after a friend and I had gone from losing mightily against the computer to winning easily as soon as I started playing the Zerg. One might claim to the contrary, of course, that I am simply more comfortable as a player with the Zerg; i.e., perhaps I play the Terran or Protoss forces very poorly. But I do not think this to be the case. I have read the various strategy guides, taken their tips to heart, and have chalked up a number of wins with the other races, but the situation remains the same. At any rate, my reasons for thinking that the Zerg have such a decisive advantage are as follows.
It might be the case that the Zerg advantage is limited largely to the early game, but in my experience it is the early game that is most crucial. A clever Zerg Cerebrate pushes these various advantages so that by the time his Terran and Protoss foes are finally ready, he has more bases, higher tech, more units, etc. It seems that genuine balance obtains only after the other races have climbed their tech trees completely, and it is frequently the case that the game is over before this occurs—usually in favor of the Zerg. And even if the opponents survive to see the late game, it often matters little.
Brood War brings the Zerg much closer to parity with the other races. Considering the points above, the slowdown in larvae production alone largely nullifies items (1), (2), (7) and (8) while ameliorating (13) insofar as the slowdown makes it much harder to immediately populate an expansion. Item (3) is still true, but it is diminished somewhat by the same factors that affect (4), namely, that the other races have been given new units for dealing with mutalisks (e.g., Terran marines with medics are devastating against mutalisks as are Protoss corsairs). Items (5), (6), (9), (10), (11) and (12) are still troubling, but experience shows that the new units and balance adjustments applied to existing units attenuate the problem greatly. My remaining concerns about Zerg dominance regard the early game versus Protoss.
My remaining concern regarding Zerg dominance after the release of Brood War involves the Protoss early game. And this concern follows from the "early win" strategies available to the Zerg. In my estimation, there are only a few strategies available to Zerg against Protoss when seeking an early win.
There is, of course, latitude for variation, but I suspect that all the early-win strategies for Zerg vs. Protoss will ultimately boil down to one of the three provided. And while not one of these three strategies is individually unstoppable, it might be the case that they are jointly impossible to beat.
More specifically, each one of the three strategies requires a very specific counter. To stop death on the ground, an Executor must either build loads of zealots or get reavers very quickly. To stop death from above, an Executor must either build lots of photon cannons, lots of dragoons or get templar very quickly. And finally, to stop death from below, an Executor must either build very well-placed (placement is key) photon cannons or get templar/observers very quickly. There is admittedly some commonality here (e.g., photon cannons and templar are obvious in their overlap), but suffice it to say that pursuing the proper buildup against the Zerg is utterly crucial for Protoss.
At this point, the objector may claim that proper reconnaissance solves the problem. But while this may arguably be the case, it is rarely possible against any competent Cerebrate, to actually perform reconnaissance in the early game. More to the point, the greatly improved sunken colonies make it nearly impossible to get any data (Terrans, of course, have no such problems). For example, if one uses a probe for reconnaissance, one will either have to send it so early that it will gain no useful insight into which of the three strategies the Cerebrate is pursuing, or it will die long before it gets near enough to see anything courtesy of sunken colonies and/or zerglings. On the other hand, if one uses zealots, then one will have to send either sufficient numbers to get a good look at the enemy base, which usually leaves one's main base poorly defended, or send only a couple, in which case they will again die long before they gain any truly useful data. Reconnaissance is either preventable or too costly in the early game, and thus it will not do as a solution.
A second suggestion might be to hit the enemy first. Shutting down expansions before they are fully up and running or dealing non-trivial damage to the enemy's base might easily serve to derail any one of the three strategies. But this also fails for one simple reason: zealots are the backbone of any early-game Protoss assault force. And without leg upgrades, they will not survive. They die very quickly to hydralisks, they die just as quickly by sunken colonies with mutalisks, and they again die almost as quickly by lurker spines and the various other forces available with the death from below strategy. And it is usually possible to implement one of the above strategies prior to the leg upgrades being available. Protoss are not able to project force across anything larger than a very small map in the early game, whereas the Zerg do not share this limitation. And on a map sufficiently small for the Protoss to extend force early enough to do some good, the Zerg may simply opt instead for…
There is a Zerg rushing strategy that is utterly unbeatable under appropriate conditions as near as I can determine. To execute this maneuver, follow these steps exactly.
If the zerglings have to cross a small map, they will arrive roughly when a Terran player builds his first marine or in the middle of a Protoss player's warping his first zealot. In either case, six zerglings can kill the marine/zealot, kill most or all of the SCVs and usually take out the bunker/gateway as well. And even if the enemy has somehow produced more units, simply run past them and destroy the harvesters instead; it is almost always possible to cripple the enemy economy if not win the game outright. In the meantime, one may be building more zerglings back home as well as drones, overlords, etc. The game is essentially over. This strategy depends entirely, of course, upon knowing (or at least having a good idea) where the enemy is located. On larger maps, this maneuver is not only generally ineffective, but it usually leaves the Zerg seriously vulnerable to attack and should not be attempted.